You don't have a personal system. You hauled stuphz to build stations for someone else and got paid for it.
No, those are our systems. Take that attitude right out of here please.
You don't have a personal system. You hauled stuphz to build stations for someone else and got paid for it.
Yep, we buy the right to build from a faction, the faction owns the rights, we just get the pleasure of designing and hauling the goodies afterward.You don't have a personal system. You hauled stuphz to build stations for someone else and got paid for it.
That''s no 'attitude', only stating the facts. There are lengthy complaints that guards in settlements don't treat you like the owner and other complaints. Fact is, after the station has been built, it underlies the BGS and not the architect's will.No, those are our systems. Take that attitude right out of here please.
There IS no BGS without the system owner. Your position is invalid. Also as BGS starts with "background" that should remove any discussion about 'will' being involved anyway because it's irrelevant to the discussion.That''s no 'attitude', only stating the facts. There are lengthy complaints that guards in settlements don't treat you like the owner and other complaints. Fact is, after the station has been built, it underlies the BGS and not the architect's will.
I don't get it, who is forcing you to colonize? I have 2 systems I'm colonizing, last night I was bounty hunting, the night before I was mining, both of these were in support of my power play pledge... Nobody force me to do that either? I don't get why trailblazers made you play less.I play less since the Trailblazers update, because I know that I will have to plink away at my station constructions.
I am invested in my personal system, but not the gameplay to build the constructions.
I am not doing Odyssey ground combat, I am not Bounty Hunting, I am not Xeno fighting, I am not testing builds, buying skins, participating in CGs etc.
I don't have a problem putting many hours into the game. I have a problem putting dumb hours in the game.
I support the OP 100%.
I don't get it, who is forcing you to colonize? I have 2 systems I'm colonizing, last night I was bounty hunting, the night before I was mining, both of these were in support of my power play pledge... Nobody force me to do that either? I don't get why trailblazers made you play less.
He implied he wasn't doing any activities because of trailblazers, which makes no sense.Because it brought people back to the game, and it turned out to be an unrewarding hollow grind-fest. So people will go back to not playing.
I swear I never met a community before that was so determined to not have active players lol.
You have to be this tall to play CQC...I can totally envision that alrightBut in fairness, Elite always had the hallmarks of a theme park to me at least.
Mining ride - there
Exploration ride - over there
Hauling ride - over here
Combat rides of various couleur - here, there and over there
Walking & scanning plants ride - there
Walking & shooting ride - yup
What this particular theme park is often lacking are the paths and shops and restaurants that gels them together, and this has been particularly visible with Odyssey coming out and how it connects with the rest of the game.
I often wonder how Elite Dangerous came to life behind the scenes - the original idea, the Stellar Forge, the flight model, all nailed them. But they really seem to be struggling with the actual gameplay bits, to this very day, where interactions are still limited to scan, shoot, collect. As if nobody informed them that it's not the mid 80s anymore. What I'm not sure about is whether it's caused by severe limitations of the game engine that were baked in early on, or whether it's just an extreme lack of imagination and creativity. Perhaps both.
Look how many years those had to suck before FDEV cared enough to make changes...Let's not forget that they redid Engineering and Power Play because their initial approach was just... bad. Both of those are in a MUCH better state now. IMO they should redo the whole colonization system completely.
He implied he wasn't doing any activities because of trailblazers, which makes no sense.
While I support other ways to colonize besides hauling, if you like other things in the game, go do other things while you encourage FDev to add other game loops or otherwise improve colonisation by voicing your opinion in threads like this. FDev has often added options to the game loops so that you didn't have to do combat (for instance) to complete a task or rank up or aquire an engineer.
haha that's true.Look how many years those had to suck before FDEV cared enough to make changes...
I'm sorry, we're you foolish enough to start with a T3?Yes it makes sense. Because there's NO TIME to do any other activities. Unless you can no-life this game, the A>B>A hauling dominates our entire play sessions. I've literally not been able to do anything else for like a month now. I had to force myself to take a break to build up my Corsair and now a system I really wanted was just claimed by someone else because I didn't finish my station. DAMNIT!
I am unable to relate to the "colonisation hauling takes all my game play time". As I see it in numbers,Yes it makes sense. Because there's NO TIME to do any other activities. Unless you can no-life this game, the A>B>A hauling dominates our entire play sessions. I've literally not been able to do anything else for like a month now. I had to force myself to take a break to build up my Corsair and now a system I really wanted was just claimed by someone else because I didn't finish my station. DAMNIT!
I am unable to relate to the "colonisation hauling takes all my game play time". As I see it in numbers,
An outpost requires about 20,000 tons of mats.
You have 4 weeks to deliver.
In an hour of gameplay you can make three cutter runs to a source of commodities, hauling about 2,000 tons.
If you allocate 3 hours per week to hauling you will have hauled 6,000 tons, and in 3 weeks 18,000. In the 4th week you deliver the balance required.
Once built, there is no longer any time pressure.
So, 12 hours of game play over a 4 week period does not seem to me to preclude other activities.
I did the maths to point out that imo there is plenty of time to build and do other activities. The unwritten part of my response was that players bring the grind on themselves.Holy crap my man, this is supposed to be a video game. When you need to plan it out to this extent you've lost the plot entirely....
We don't need features that require this level of micromanagement and Spreadsheets to utilize.
Perhaps have the deadline dependant on the size of the first station chosen by the architect, starting at 4 weeks and increasing to 10 weeks for the largest.5). Extend the one-month deadline for the first station considerably--by a substantial multiple. This is something FDEV can do within the numbers-tweaking limitations in which they frequently operate. We can integrate the feature with other gameplay loops ourselves if we aren't in an all-out sprint to beat the clock.
But have those bits of PP and BGS that are range dependent not work until there is something in range to work with.6). Extend the colonization range, again, by a lot. This eliminates the need to rush to build a bridge to that choice system you really want. And it's also just a numerical value adjustment.
Yes but possibly not to that level of handholding dullness.7). Publish complete and accurate guidelines so that we can plan out our systems and build only what we need.
It needs to be a working port, diversify on subsequent builds in the system.8). More diversity, less quantity. Building non-starport assets is much more fun because we are retrieving a more diverse array of goods. It becomes a minigame to find the right suppliers to gather the needed goods as efficiently as possible. The initial port doesn't have that, just endless runs to the nearest surface refinery and a frustrating side jog or two for a pittance of oddballs and outliers.
Only helps people who do missions, besides unless you are saying these rewards are delivered it wouldn’t help as transport rather than acquisition is supposed to be the problem.9). Substantial quantities of construction materials provided as optional mission rewards at every mission board in the bubble.
No.10). Automatic acquisition of every colonized system for the architect's pledged power with a worthwhile merit bonus.
Once the one time gated structure is in place how long it takes and what else is built is a personal choice.Now try a tier lll.
See how long that takes you. Your argument is pointless. This thread isn't about one outpost. It's about colonisation. By that we mean a developed colony which has a working economy and is something the architect can be proud of.
You don't have to build a tier 3 port...Now try a tier lll.
See how long that takes you. Your argument is pointless. This thread isn't about one outpost. It's about colonisation. By that we mean a developed colony which has a working economy and is something the architect can be proud of.